---@class ConditionAndActionTypeEnum
ConditionAndActionTypeEnum = ClientFight.CreateClass("ConditionAndActionTypeEnum")
function ConditionAndActionTypeEnum:ctor(name,clazz)
    self.name = name
    self.clazz = clazz
end
function ConditionAndActionTypeEnum:getName()
    return self.name
end
function ConditionAndActionTypeEnum:setName(name)
    self.name = name
end
function ConditionAndActionTypeEnum:getClazz()
    return self.clazz
end
function ConditionAndActionTypeEnum:setClazz(clazz)
    self.clazz = clazz;
end
local list = {}
list.CAN_ACTION_CONDITION = ConditionAndActionTypeEnum.New("行动判断",ClientFight.CanActionCondition)
list.CAN_MOVE_CONDITION = ConditionAndActionTypeEnum.New("移动判断",ClientFight.CanMoveCondition)
list.OUT_BORDER_CONDITION = ConditionAndActionTypeEnum.New("边界判断",ClientFight.OutBorderCondition)
list.ALREADY_SELECT_SKILL_CONDITION = ConditionAndActionTypeEnum.New("技能选择判断",ClientFight.AlreadySelectSkillCondition)
list.ALREADY_SELECT_TARGET_CONDITION = ConditionAndActionTypeEnum.New("目标选择判断",ClientFight.AlreadySelectTargetCondition)
list.IN_ATTACK_RANGE_CONDITION = ConditionAndActionTypeEnum.New("攻击距离判断",ClientFight.InAttackRangeCondition)

list.ATTACK_ACTION = ConditionAndActionTypeEnum.New("攻击行为",ClientFight.AttackAction)
list.MOVE_ACTION = ConditionAndActionTypeEnum.New("移动行为",ClientFight.MoveAction)
list.SELECT_SKILL_ACTION = ConditionAndActionTypeEnum.New("技能选择行为",ClientFight.SelectSkillAction)
list.SELECT_TARGET_ACTION = ConditionAndActionTypeEnum.New("目标选择行为",ClientFight.SelectTargetAction)
list.MOVE_BACK_ACTION = ConditionAndActionTypeEnum.New("跑回行为",ClientFight.MoveBackAction)

list.DEAD_MAN_ACTION = ConditionAndActionTypeEnum.New("站桩型行为",ClientFight.DeadmanAction)
list.PITFALL_ATTACK_ACTION = ConditionAndActionTypeEnum.New("陷阱攻击行为",ClientFight.PitfallAttackAction)
---@return ConditionAndActionTypeEnum[]
function ConditionAndActionTypeEnum:values()
    return list
end